Using the binary on MacOS X 10.9.5 - yeah, I am always lagging behind with my OS - it works, but weirdly does not accept all keys. E.g. have to access @-screen via ESC+b. Probably go back to running with the windows binary. 1.2.1 works fine on 10.9.5.

When trying to compile from source (system is windows 7 x64 with 64 bit cygwin), I get a ton of "set, but unused variable" warnings. I am able to play the tutorial, but after completing character gen and entering a name, the standard game freezes without generating the dungeon. I don't receive any error messages of any sort. I'm using the simple mgcu install.

I can paste the compile process on pastebin if that would help.

Thanks for letting me know. The main work on this version was in getting the Cocoa Mac version working. This will be irrelevant to most users, but as I develop on a Mac, it was essential for me to be able to continue developing the game (since the Carbon version can no longer be compiled on a modern Mac). This involved finally incorporating some of the build changes that happened in Vanilla after 3.0.5 (when Sil branched off). It is possible that some of these changes caused your problems, or alternatively that you would have had the same problems with 1.2.1. Scatha didn't get any warnings when he compiled 1.3 for Windows.

If you could share the warnings, that would be great!

EDIT: Ah, just saw that you got it to work. No need to send the warnings then.

Using the binary on MacOS X 10.9.5 - yeah, I am always lagging behind with my OS - it works, but weirdly does not accept all keys. E.g. have to access @-screen via ESC+b. Probably go back to running with the windows binary. 1.2.1 works fine on 10.9.5.

Thanks for the update. Happy new year.

Interesting. I had a lot of trouble getting the keybindings to work properly in the Mac version, and it might be OS version dependent. The '@' key definitely works on my iMac running 10.10.5

The fact that the Mac keys are working at all is thanks to myshkin's generous assistance.

I got similar warnings compiling on Ubuntu, but the resulting executable works fine for me. I also run the "curses" (gcu) version only, and exclude the X11 stuff from the compile. I'm afraid I don't know Windows.

Having compiled on Ubuntu, can you tell me how you got the animations (ie dmg number popups) to play? It's borderline impossible to play without them for me =[

Having compiled on Ubuntu, can you tell me how you got the animations (ie dmg number popups) to play? It's borderline impossible to play without them for me =[

I don't know about "popups", but in order to read the damage number I just increase the delay. Go to the Options menu ('O'), select "Visual Options", and set the "Delay factor for animation" to 6 (or more, if you have a particularly fast computer).